Both sides previous revision
Previous revision
Next revision
|
Previous revision
|
usccf_weapons [2024/08/26 19:05] admin [CryoBlaster] |
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}} |
| |
* 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}} |
| |
* 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}} |
| |
* 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 |
| |
[[#Top|Back to top ↑]] | [[#Top|Back to top ↑]] |
{{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 |
| |
[[#Top|Back to top ↑]] | [[#Top|Back to top ↑]] |
**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: |
| |
* __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) |
| |
[[#Top|Back to top ↑]] | [[#Top|Back to top ↑]] |