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usccf_weapons [2024/08/26 18:53]
admin [QuadSeeker]
usccf_weapons [2024/08/28 14:51] (current)
admin [Sniper rifle]
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 {{https://angrycatstudios.com/usccf/weapons_ammo/a223.png}} {{https://angrycatstudios.com/usccf/weapons_ammo/a223.png}}
  
-  * Use <color yellow>.223 Standard Issue if you're on a low budget.+  * Use <color yellow>.223 Standard Issue</color> if you're on a low budget.
   * <color yellow>.223 FMJ (AP)</color> reduces enemy armor and has a strong <color yellow>impact force/knockback</color> effect.   * <color yellow>.223 FMJ (AP)</color> reduces enemy armor and has a strong <color yellow>impact force/knockback</color> effect.
   * <color yellow>.223 Mercury Ignition Charge</color> is perfect for inflicting [[tactics#combos|fire/acid damage]] on the target.   * <color yellow>.223 Mercury Ignition Charge</color> is perfect for inflicting [[tactics#combos|fire/acid damage]] on the target.
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 {{https://angrycatstudios.com/usccf/weapons_ammo/a223.png}} {{https://angrycatstudios.com/usccf/weapons_ammo/a223.png}}
  
-  * Use <color yellow>.223 Standard Issue if you're on a low budget.+  * Use <color yellow>.223 Standard Issue</color> if you're on a low budget.
   * <color yellow>.223 FMJ (AP)</color> reduces enemy armor and has a strong <color yellow>impact force/knockback</color> effect.   * <color yellow>.223 FMJ (AP)</color> reduces enemy armor and has a strong <color yellow>impact force/knockback</color> effect.
   * <color yellow>.223 Mercury Ignition Charge</color> is perfect for inflicting [[tactics#combos|fire/acid damage]] on the target.   * <color yellow>.223 Mercury Ignition Charge</color> is perfect for inflicting [[tactics#combos|fire/acid damage]] on the target.
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 {{https://angrycatstudios.com/usccf/weapons_ammo/minigun.png}} {{https://angrycatstudios.com/usccf/weapons_ammo/minigun.png}}
  
-A cheaper heavy weapon that works well against both single targets (with the Focused Fire attack mode) and multiple targets (in a 3x3 area with the Scatter attack mode).+A cheaper heavy weapon that works well against both single targets (with the Focused Fire attack mode) and multiple targets (in a <color yellow>3x3</color> area with the Scatter attack mode).
  
 **Demolition effect (walls/structures/objects)**: High. **Demolition effect (walls/structures/objects)**: High.
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 {{https://angrycatstudios.com/usccf/weapons_ammo/a762.png}} {{https://angrycatstudios.com/usccf/weapons_ammo/a762.png}}
  
-  * 7.62mm Standard Issue: If you're on a low budget. +  * <color yellow>7.62mm</color> Standard Issue: If you're on a low budget. 
-  * 7.62mm FMJ (AP): For Armor Penetration and Impact force/knockback. +  * <color yellow>7.62mm FMJ (AP)</color>: For <color orange>Armor Penetration</color> and [[damage_type_info#physical|Impact force/knockback]]
-  * 7.62mm JHP: For increased damage and Tranquilization/stun damage. +  * <color yellow>7.62mm JHP</color>: For increased damage and [[damage_type_info#tranquilization|Tranquilization/stun damage]]
-  * 7.62mm High Explosive: For extra damage and incendiary (fire) damage.+  * <color yellow>7.62mm High Explosive</color>: For extra damage and [[damage_type_info#fire|incendiary (fire) damage]].
  
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 {{https://angrycatstudios.com/usccf/weapons_ammo/am50.png}} {{https://angrycatstudios.com/usccf/weapons_ammo/am50.png}}
  
-  * M50-X Grenade (HE): For incendiary (fire) damage. +  * <color yellow>M50-X Grenade (HE)</color>: For [[damage_type_info#fire|incendiary (fire) damage]]
-  * M50-X Grenade (AP): For extra damage and Armor Penetration. +  * <color yellow>M50-X Grenade (AP)</color>: For extra damage and <color orange>Armor Penetration</color>
-  * M50-X Grenade (Acid Charge): For extra damage, and Acid + Posion damage. +  * <color yellow>M50-X Grenade (Acid Charge)</color>: For extra damage, and [[damage_type_info#acid|Acid]] [[damage_type_info#poison|Posion damage]]
-  * M50-X Grenade (Tranquilizer): For Tranq./stun damage + Poison damage. +  * <color yellow>M50-X Grenade (Tranquilizer)</color>: For [[damage_type_info#tranquilization|Tranq./stun damage]] [[damage_type_info#poison|Poison damage]]
-  * M50-X Grenade (Cryo Charge): For Cryo damage.+  * <color yellow>M50-X Grenade (Cryo Charge)</color>: For [[damage_type_info#cryo|Cryo damage]].
  
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 {{https://angrycatstudios.com/usccf/weapons_ammo/hyd.png}} {{https://angrycatstudios.com/usccf/weapons_ammo/hyd.png}}
  
-  * Hydrazine: Rocket fuel, not cheap, but very efficient. +  * <color yellow>Hydrazine</color>: Rocket fuel, not cheap, but very efficient. 
-  * Hydrazine (Inferno Mix): Expensive, but more powerful (extra damage + fire damage)+  * <color yellow>Hydrazine (Inferno Mix)</color>: Expensive, but **more** powerful (extra damage + fire damage)
  
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 {{https://angrycatstudios.com/usccf/weapons_ammo/aech.png}} {{https://angrycatstudios.com/usccf/weapons_ammo/aech.png}}
  
-  * Energy Charge: The base ammo type for this weapon +  * <color yellow>Energy Charge</color>: The base ammo type for this weapon 
-  * Energy Charge (Condensed): It's more costy, but way more effective+  * <color yellow>Energy Charge (Condensed)</color>: It's more costy, but way **more** effective
  
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 {{https://angrycatstudios.com/usccf/weapons_ammo/abs.png}} {{https://angrycatstudios.com/usccf/weapons_ammo/abs.png}}
  
-  * BioShell: The base ammo type for this weapon +  * <color yellow>BioShell</color>: The base ammo type for this weapon 
-  * BioShell MK-II: This one has extra range, plus additional damage on Tranquilization/stun and Poison/bio effects.+  * <color yellow>BioShell MK-II</color>: This one has extra range, plus additional damage on [[damage_type_info#tranquilization|Tranquilization/stun]] and [[damage_type_info#poison|Poison/bio effects]].
  
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 {{https://angrycatstudios.com/usccf/weapons_ammo/asup.png}} {{https://angrycatstudios.com/usccf/weapons_ammo/asup.png}}
  
-  * SuperShell: The base ammo type for this weapon. +  * <color yellow>SuperShell</color>: The base ammo type for this weapon. 
-  * SuperShell MK-II: Astonishing extra damage, along with Armor penetration, Impact force/knockback, Tranq./stun damage, and Acidic damage.+  * <color yellow>SuperShell MK-II</color>: Astonishing extra damage, along with <color orange>Armor penetration</color>[[damage_type_info#physical|Impact force/knockback]][[damage_type_info#tranquilization|Tranq./stun damage]], and [[damage_type_info#acid|Acidic damage]].
  
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 {{https://angrycatstudios.com/usccf/weapons_ammo/aech.png}} {{https://angrycatstudios.com/usccf/weapons_ammo/aech.png}}
  
-  * Energy Charge: the base ammo type for this weapon +  * <color yellow>Energy Charge</color>: the base ammo type for this weapon 
-  * Energy Charge (Condensed): it's more costy but more effective+  * <color yellow>Energy Charge (Condensed)</color>: it's more costy but **more** effective
  
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 {{https://angrycatstudios.com/usccf/weapons_ammo/aech.png}} {{https://angrycatstudios.com/usccf/weapons_ammo/aech.png}}
  
-  * Energy Charge: the base ammo type for this weapon +  * <color yellow>Energy Charge</color>: the base ammo type for this weapon 
-  * Energy Charge (Condensed): it's more costy but more effective+  * <color yellow>Energy Charge (Condensed)</color>: it's more costy but **more** effective
  
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 {{https://angrycatstudios.com/usccf/weapons_ammo/aech.png}} {{https://angrycatstudios.com/usccf/weapons_ammo/aech.png}}
  
-  * Energy Charge: the base ammo type for this weapon +  * <color yellow>Energy Charge</color>: the base ammo type for this weapon 
-  * Energy Charge (Condensed): it's more costy but more effective+  * <color yellow>Energy Charge (Condensed)</color>: it's more costy but **more** effective
  
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 **Tip/Hint**: Of course, each marine can handle a turret, but if an [[skills#electrotechnics|Electrotechnics expert]] (with 5/5 in Skill) deploys it, a <color #0F0>+25%</color> damage bonus will be applied. Not to mention the lower Action Point cost for deploying these ordnances. **Tip/Hint**: Of course, each marine can handle a turret, but if an [[skills#electrotechnics|Electrotechnics expert]] (with 5/5 in Skill) deploys it, a <color #0F0>+25%</color> damage bonus will be applied. Not to mention the lower Action Point cost for deploying these ordnances.
  
-**__Pro tip__**: The Minigun can be reloaded using ammo from a turret. Conversely, any turret can be supplied with any type of 7.62mm ammunition, and every squad member can add or remove ammo.+**__Pro tip__**: The [[usccf_weapons#minigun|Minigun]] can be reloaded using ammo from a turret. Conversely, any turret can be supplied with any type of 7.62mm ammunition, and every squad member can add or remove ammo.
  
 Ammunition: Ammunition:
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   * __Starting ammo__:   * __Starting ammo__:
-  * 7.62mm FMJ (AP, x750): For Armor Penetration and Impact force/knockback. (2nd icon) +  * <color yellow>7.62mm FMJ (AP, x750 + x250 loaded)</color>: For <color orange>Armor Penetration</color> and [[damage_type_info#physical|Impact force/knockback]]. (2nd icon) 
-  * 7.62mm High Explosive (x250): For extra damage and incendiary (fire) damage. (4th icon)+  * <color yellow>7.62mm High Explosive (x250)</color>: For extra damage and [[damage_type_info#fire|incendiary (fire) damage]]. (4th icon)
  
   * __These two types of ammunition can also be used in the turret__:   * __These two types of ammunition can also be used in the turret__:
-  * 7.62mm Standard Issue: If you're on a low budget. (1st icon) +  * <color yellow>7.62mm Standard Issue</color>: If you're on a low budget. (1st icon) 
-  * 7.62mm JHP: For increased damage and Tranquilization/stun damage. (3rd icon)+  * <color yellow>7.62mm JHP</color>: For increased damage and [[damage_type_info#tranquilization|Tranquilization/stun damage]]. (3rd icon)
  
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   * __Starting ammunition__:   * __Starting ammunition__:
-  * HCB MK-II (AP) is for Armor penetration x750. +  * <color yellow>HCB MK-II (AP)</color> is for <color orange>Armor penetration</color>: x750 + x250 loaded
-  * Use HCB Cryo Charges to freeze an enemy x250.+  * Use <color yellow>HCB Cryo Charges</color> to <color #00ffff>freeze</color> an enemyx250.
  
   * __These types of ammunition can also be used in the turret__:   * __These types of ammunition can also be used in the turret__:
   * Use HCB Standard Issue if you're on a low budget.   * Use HCB Standard Issue if you're on a low budget.
-  * HCB Acid Charge is perfect for inflicting Acid damage and Poison/bio damage on flaming targets. +  * <color yellow>HCB Acid Charge</color> is perfect for inflicting [[damage_type_info#acid|Acid damage]] and [[damage_type_info#poison|Poison/bio damage]] on <color #FF5040>flaming targets</color>
-  * HCB High Explosive is for setting enemies on fire. +  * <color yellow>HCB High Explosive</color> is for setting enemies on <color #FF5040>fire</color>
-  * HCB Bio-warfare is for stacking Poison/bio damage and Tranquilization/stun damage. +  * H<color yellow>HCB Bio-warfare</color> is for stacking [[damage_type_info#poison|Poison/bio damage]] and Tranquilization/stun damage. 
-  * Use HCB MK-III (Ultra) for maximum damage output (increased damage, Armor Penetration, Impact force/knockback, and Incendiary/fire damage).+  * <color yellow>Use HCB MK-III (Ultra)</color> for maximum damage output (increased damage, <color orange>Armor Penetration</color>[[damage_type_info#physical|Impact force/knockback]], and [[damage_type_info#fire|Incendiary/fire damage)]].
  
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usccf_weapons.1724691212.txt.gz · Last modified: 2024/08/26 18:53 by admin