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usccf_weapons [2024/08/26 19:05]
admin [Energy Blade]
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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 **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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usccf_weapons.1724691951.txt.gz · Last modified: 2024/08/26 19:05 by admin