Difference between revisions of "Craft Armaments"
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Revision as of 11:17, 14 February 2010
Interception craft would be useless if they had no means of neutralising enemy aircraft. To this end, there are a number of craft armaments, or craft weapons, that you can be fit to interception craft for use in combat. Some of these weapons are immediately available to you to purchase, others have to be researched and manufactured in your workshops.
The weapons systems that can be purchased throughout the course of your conflict with the alien menace are:
The weapons that can be manufactured after you have researched them are:
Quick Comparison Table
Armament | Damage | Range (km) | Accuracy | Reload Time (s) | Shots |
---|---|---|---|---|---|
Cannon | 10 | 10 | 25% | 2 | 200 |
Stingray | 70 | 30 | 70% | 15 | 6 |
Avalanche | 100 | 60 | 80% | 20 | 3 |
Laser Cannon | 70 | 21 | 35% | 4 | 100 |
Plasma Beam | 140 | 52 | 50% | 6 | 100 |
Fusion Ball Launcher | 230 | 65 | 100% | 25 | 2 |
As a general guide to the available weapons, 70km is the standoff range when you first get the dogfight screen (the maximum range on the screen is 75km). If a weapon has close to 70km range the weapon will start firing soon after you press cautious attack, where weapons with around 30km range will require you to close in quite a lot. These ranges are also shown graphically on the interception screen.
See Weapons vs. UFOs for advice on which armaments to use against which UFOs. To summarise: Use Avalanche Missiles against Medium or smaller enemies and use 2 interceptors with Avalanche Missiles against Terror Ships, until you get Plasma Beams. Thereafter, stick to Plasma Beams.
Note that the Accuracies given in the in-game UFOPaedia are incorrect; two independent code digs have confirmed these are the correct accuracies for the craft weaponry.