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Spearheading the front lines of the [[X-COM]] vanguard at the start of the invasion is the [[X-COM]] regulation issue rifle - the best earth supposedly has to offer - a rifle combining assault and sniper capabilities.
==General Information==
{{Ref Open}}
'''Rifle Official Entry'''


Unfortunately it is also built by the lowest bidder.  
<p style ="text-indent:1em;">''"This highly accurate sniper rifle has laser guided sights and takes 6.7mm ammunition in 20 round clips."''</p>


It offers a miniscule improvement over the standard X-Com [[pistol]] in terms of damage, with a minor increase in clip size. All that and a little more on top of a heftier bill. Being slightly more complex than the pistol, it is also slower to fire and slightly heavier on top of requiring both hands to properly operate.
{{Ref Close| Source: Enemy Unknown Ufopaedia}}


Luckily, what it does offer over the pistol is a superb three-round burst mode, making it excellent for close range combat. It also has a built-in scope to allow highly accurate aimed shots. The rifle takes quite a long time to aim, but it allows the user to achieve shots with accuracies that are equal to the alien [[Heavy Plasma]] and [[Small Launcher]]. This is regrettably let down by the rifle's low stopping power and speed.
[[Image:BIGOBS01.GIF|right|64 px]]
[[Image:BIGOBS02.GIF|right|64 px]]


The rifle makes an excellent compliment to the regulation pistol - and suffers most of the same limitations. The aliens that the rifle will continue to remain effective against throughout the war are [[Sectoid]]s, [[Snakeman|Snakemen]] and [[Floater]]s.  
The standard X-COM Rifle is designed to be a sniping weapon that is also good at short range combat thanks to its three-round auto mode. It is X-COM's standard issue light firearm at the beginning of the campaign.  
 
The Rifle is not a very powerful weapon, with only a slight increse in stopping power over the standard [[Pistol]]. Despite this it is a well balanced weapon that can be adapted to a variety of roles and works well at all ranges. Additionally, it benefits greatly from having a large 20-round ammunition clip.
 
Along with its low damage, the main disadvantage of the rifle is that it is very slow to aim. This mars its reputation as a sniper rifle somewhat against tough targets. Aliens with heavy external armour levels such as those found on terror units will often not receive much damage, if at all, from the Rifle.
 
Overall the Rifle is a fairly competent weapon that is useful against all of the lightly armoured enemies encountered in the early portion of the campaign. Like the Pistol, it can be used later in the campaign as a training weapon or for use against psionic enemies.  


This weapon appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[Jet Harpoon]].
This weapon appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[Jet Harpoon]].
{| {{StdCenterTable}} align = "center" width = "40%"
|-
|colspan = "2" {{StdDescTable_Heading}}|'''Key Features'''
|-
|colspan = "2" align="left" valign = "top"|
* Auto Fire
|-
|{{StdDescTable_Heading}} width = "50%" |'''Pros'''
|{{StdDescTable_Heading}} width = "50%" |'''Cons'''
|-
| align = "left" valign = "top"|
* Cheap
* High Ammo
* Moderate snap/auto accuracy
* High aimed accuracy
| align = "left" valign = "top"|
* Weak
|}
== Recommendations ==
Until new weapon technologies are discovered, the Rifle is a good all-purpose weapon for fighting enemies with low armour such as [[Sectoid]]s, [[Snakeman|Snakemen]] and [[Floater]]s. As it is fair in all of its firing modes, it can also be used in a variety of roles from sniping with aimed shots, scouting with snapshots or for close range assaults with auto-fire.
Later, when better rifles are available, they may retain some use when fighting against psionic aliens. Combined with the [[Power Suit]], soldiers can safely harm psionic aliens but not each other if they succumb to mind control.
Alternatives to the Rifle if you find yourself concentrating primarily with Snap or opportunity fire attacks include the standard X-COM [[Pistol]] and the [[Heavy Cannon]]. Both weapons have share the same Snap accuracy as the Rifle. The Pistol provides faster Snaps at the cost of a minuscule reduction in damage. The Heavy Cannon on the other hand costs more to fire but has nearly double the damage.


== Stats ==
== Stats ==
<b>Rifle:</b>
<b>Rifle:</b>
<table><tr><td>[[Image:BIGOBS01.GIF|left|64 px]]</td><td>
*Size: 3 high x 1 wide
*Size: 3 high x 1 wide
*Weight: 8
*Weight: 8
Line 21: Line 57:
**Aimed: 80% (Accuracy 110%)
**Aimed: 80% (Accuracy 110%)
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $3,000
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $3,000
*Sell Price: $2,250</td></tr></table>
*Sell Price: $2,250


<b>Rifle Clip:</b>
<b>Rifle Clip:</b>
<table><tr><td>[[Image:BIGOBS02.GIF|left|64 px]]</td><td>
*Power: 30 AP
*Power: 30 AP
*Ammo: 20
*Ammo: 20
Line 30: Line 65:
*Weight: 3
*Weight: 3
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $200
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $200
*Sell Price: $150</td></tr></table>
*Sell Price: $150
 
== Recommendations ==
The rifle works best in the early campaign as a means to train your high accuracy, low strength soldiers. When crouched and aiming, the base firing accuracy is ''1.10 &times; 1.15 &times; the user's base accuracy'', or 126.5% time the user's base accuracy. A marksmanship 70 rifleman has an 88% chance of hitting its target regardless of distance. With spotters to mark targets, a sniper rifle can be a valuable asset against low-ranking enemies. In close-quarter battles, the rifle finds itself quickly outclassed as its accuracy means little and its rate of fire and damage output proving inferior to the [[Laser Pistol|laser pistol]]. In XCOMUtil, the [[Heavy Laser|heavy laser]] will ultimately replace the rifle in sniper duty as well, while in an unmodded game the heavy plasma or laser rifle will.


== Usage notes ==
== Usage notes ==

Revision as of 07:40, 12 August 2010

General Information

UFOpaedia entry

Rifle Official Entry

"This highly accurate sniper rifle has laser guided sights and takes 6.7mm ammunition in 20 round clips."

Source:

The standard X-COM Rifle is designed to be a sniping weapon that is also good at short range combat thanks to its three-round auto mode. It is X-COM's standard issue light firearm at the beginning of the campaign.

The Rifle is not a very powerful weapon, with only a slight increse in stopping power over the standard Pistol. Despite this it is a well balanced weapon that can be adapted to a variety of roles and works well at all ranges. Additionally, it benefits greatly from having a large 20-round ammunition clip.

Along with its low damage, the main disadvantage of the rifle is that it is very slow to aim. This mars its reputation as a sniper rifle somewhat against tough targets. Aliens with heavy external armour levels such as those found on terror units will often not receive much damage, if at all, from the Rifle.

Overall the Rifle is a fairly competent weapon that is useful against all of the lightly armoured enemies encountered in the early portion of the campaign. Like the Pistol, it can be used later in the campaign as a training weapon or for use against psionic enemies.

This weapon appears in UFO: Enemy Unknown. For the Terror from the Deep equivalent, refer to the Jet Harpoon.


Key Features
  • Auto Fire
Pros Cons
  • Cheap
  • High Ammo
  • Moderate snap/auto accuracy
  • High aimed accuracy
  • Weak

Recommendations

Until new weapon technologies are discovered, the Rifle is a good all-purpose weapon for fighting enemies with low armour such as Sectoids, Snakemen and Floaters. As it is fair in all of its firing modes, it can also be used in a variety of roles from sniping with aimed shots, scouting with snapshots or for close range assaults with auto-fire.

Later, when better rifles are available, they may retain some use when fighting against psionic aliens. Combined with the Power Suit, soldiers can safely harm psionic aliens but not each other if they succumb to mind control.

Alternatives to the Rifle if you find yourself concentrating primarily with Snap or opportunity fire attacks include the standard X-COM Pistol and the Heavy Cannon. Both weapons have share the same Snap accuracy as the Rifle. The Pistol provides faster Snaps at the cost of a minuscule reduction in damage. The Heavy Cannon on the other hand costs more to fire but has nearly double the damage.

Stats

Rifle:

  • Size: 3 high x 1 wide
  • Weight: 8
  • TUs:
    • Auto: 35% (Accuracy 35%)
    • Snap: 25% (Accuracy 60%)
    • Aimed: 80% (Accuracy 110%)
  • Cost: $3,000
  • Sell Price: $2,250

Rifle Clip:

  • Power: 30 AP
  • Ammo: 20
  • Size: 1 high x 1 wide
  • Weight: 3
  • Cost: $200
  • Sell Price: $150

Usage notes

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.

  • Aimed: 1 Shot, 20% Remaining TUs (not sufficient for any further fire)
  • Snap: 4 Shots, 0% Remaining TUs
  • Auto: 2 Bursts, 30% Remaining TUs (enough for 1 further Snap shot)

See Also

UFO Badge UFO: Enemy Unknown/X-Com: UFO Defense: Equipment
Armour: CoverallsPersonal ArmourPower SuitFlying Suit
Weapons: PistolRifleHeavy CannonAuto-CannonRocket LauncherStun Rod
GrenadeProximity GrenadeHigh ExplosiveLaser PistolLaser RifleHeavy Laser
Plasma PistolPlasma RifleHeavy PlasmaAlien GrenadeSmall LauncherBlaster Launcher
Equipment: Smoke GrenadeMotion ScannerMedi-KitElectro-flarePsi-AmpMind ProbeElerium-115
HWPs: Tank/CannonTank/Rocket LauncherTank/Laser CannonHovertank/PlasmaHovertank/Launcher
Data Item WeightsAlien Weapon Loadouts • Armour Damage Modifiers