Difference between revisions of "Plasma Sniper Rifle (EU2012)"
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==Notes== | ==Notes== | ||
− | + | Naturally, the Plasma Sniper Rifle can only be equipped by the Sniper class. If the sniper is equipped with a S.C.O.P.E., and the S.C.O.P.E. Foundry Upgrade has been accuired, the Crit Chance for that Sniper raises to 45%. Flanking shots, or Overwatch shots with Oppertunitist add another 50%. And, if the Second Wave option, "Absolutley Critial" is chosen, even Hardened aliens can succumb to regular Crits! | |
==See Also== | ==See Also== |
Revision as of 09:39, 5 September 2013
STUB
Description
- The deadliest sniper rifle XCOM can engineer.
- Unlike other weapons, Sniper Rifles are less accurate as the shooter's range to target decreases.
- Snipers cannot move and fire in the same turn, unless trained appropriately.
- Consider equipping snipers with the best pistols XCOM has, so they can fire even when forced to move.
Stats
Property | Info |
---|---|
Requires: | Plasma Sniper research |
Cost: | ? |
Grey Market Value: | N/A |
Base Damage | 9 |
Critical Damage | 13 |
Effective Range | Long |
Reaction Range | 27 |
Critical Chance | 35% |
Notes
Naturally, the Plasma Sniper Rifle can only be equipped by the Sniper class. If the sniper is equipped with a S.C.O.P.E., and the S.C.O.P.E. Foundry Upgrade has been accuired, the Crit Chance for that Sniper raises to 45%. Flanking shots, or Overwatch shots with Oppertunitist add another 50%. And, if the Second Wave option, "Absolutley Critial" is chosen, even Hardened aliens can succumb to regular Crits!