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System shock 2 m41a mod8/23/2023 Has lower overall penetration but better damage. Has better armour penetration, but lower overall damage. This is one of the three handguns that the marines have stocked in their combat prep vendors. While it is reliable in the arms of a crewmember, it is best used as a fall-back weapon in case one doesn't have any more ammo. Most weapons are 'bulky' in size and thus cannot fit into boxes or backpacks normally.Īn M4A3 Service Pistol, once the standard issue sidearm of the Colonial Marines but has recently been replaced with the 88 Mod 4 combat pistol. Weapon Size: Determines what kind of container the weapon can fit into. Tends to increase when a weapon is in burst mode. Spread: Not to be confused with Accuracy determines how much a projectile from a firearm can deviate from the intended target tile higher spread equals more deviation. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks. Recoil: Determines the amount of screen shake that happens when a ranged weapon is fired. A higher fire rate means a reduced delay between attacks. If it reaches beyond effective range, the damage falloff will start to take effect.įire/Attack Rate: Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. Certain weapons have no damage fall off, which means at any range, they bullet will always deal its maximum damage.Įffective Range: Determines the effective range of a weapon where the bullets will deal maximum damage. The closer you are to the target, the more damage you can inflict upon them. This starts immediately after the bullet has left the effective range of the weapon. Their values can be seen under the weapon's Ammunition section.ĭamage Falloff: Determines how much stopping power the bullet will lose for every tile it travels by. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. No Longer usedĪrmor Penetration: Determines the probability of a weapon bypassing the target's armour.īurst Count: Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.ĭamage: Determines how much damage a weapon deals per attack/projectile. It may not reduce damage falloff from distance travelled by a projectile.Īrmor Punch: Determines the probability of a weapon breaking the target's armour. A projectile's accuracy normally decays with each tile travelled the further a projectile moves, the less likely it is to hit a target. Tends to decrease when a weapon is in burst mode. Melee weapons do not use this parameter and always hit their target if it's in range barring special exceptions, like shields and weapons that can deflect melee blows. The following are parameters most weapons have in some combination:Īccuracy: Determines the probability of a ranged weapon hitting a target when its projectiles enter the target's space. They have a load-out of a lot of equipment. The Colonial Marines are equipped with the best equipment around, well with what a couple thousand dollars can buy, at least. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher." ―Corporal Hicks, Aliens " I wanna introduce you to a personal friend of mine. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks." - Private Hudson, Aliens We got tactical smart missiles, phase plasma pulse rifles, RPGs. Independently targeting particle-beam phalanx.
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