Weapons (Piratez)

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Revision as of 02:41, 11 November 2015 by DracoGriffin (talk | contribs) (DracoGriffin moved page User:DracoGriffin/Sandbox/Weapons (Piratez) to Weapons (Piratez): Releasing into the wild)
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This page may be outdated. It is up-to-date for version 0.95A. The latest version is v.N1.


Piratez has a mixed balance between close-combat weapons and ranged firearms: solely relying on one or the other can quickly lead to failure and gruesome deaths. As you start your piracy campaign, you will find melee weapons as a much more reliable way to damage the enemy, but you have to risk getting into range and through the hail of bullets.

The tiers of ranged weaponry is drastically different than vanilla X-Com's clear Ballistic -> Laser -> Plasma scheme. Your brainers will uncover various types of technologies that can be applied to crafting new types of ammunition clips and magazines for even your earliest firearms. In addition, depending on what type of factions you encounter in your campaign, you may not have access to similar weapons as other pirate captains.

The types of damage by weapons is slightly different than the usual vanilla X-Com experience and they are Special, Piercing, Incendiary, Concussive, Laser, Plasma, Stun, Cutting, Acid and Smoke. Special is the most unique of the types, and is generally not visible as it is used in very limited, unique instances.

Weapons are generally in two categories: melee and ranged. The types of melee weapons are roughly as follows: Axes, Blades, Chainsaws, Claws, Clubs, Knuckle-Dusters, Polearms, Swords and Miscellaneous. On the other hand, ranged weapons are set into classes: Bows, Flamers, Handguns, Heavy Weapons, Machine Guns, Rifles, Shotguns, Siege, SMGs, Sniper Rifles, Supernatural and Miscellaneous.