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usccf_weapons [2024/08/26 19:02] admin [Flamethrower] |
usccf_weapons [2024/08/28 14:51] (current) admin [Sniper rifle] |
{{https://angrycatstudios.com/usccf/weapons_ammo/a223.png}} | {{https://angrycatstudios.com/usccf/weapons_ammo/a223.png}} |
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* 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. |
{{https://angrycatstudios.com/usccf/weapons_ammo/a223.png}} | {{https://angrycatstudios.com/usccf/weapons_ammo/a223.png}} |
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* 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. |
{{https://angrycatstudios.com/usccf/weapons_ammo/aech.png}} | {{https://angrycatstudios.com/usccf/weapons_ammo/aech.png}} |
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* 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}} |
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* 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}} |
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* 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}} |
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* 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}} |
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* 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}} |
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* 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. |
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**__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. |
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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) |
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* __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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